; Modifying this file: ; You should not modify this file except to make bugfixes or ; for other "maintenance". If you want to make custom changes, ; you should create a new datadir subdirectory and copy this file ; into that directory, and then modify that copy. Then use the ; command "rulesetdir " in the server to have freeciv ; use your new customized file. ; ; You should sort role units from worst to better, as often the best ; available role unit of a given sort will be picked by choosing ; the first available (not obsolete) such unit, or by picking the last ; such unit directly. When determining starting units, the first ; unit with the relevant role that the player can build will be chosen. ; If no such unit can be found (eg Explorers that require Seafaring), ; then the first unit with this role will be chosen. [datafile] description = "Sandbox Units data for Freeciv" options = "+Freeciv-ruleset-3.4-Devel-2025.Jan.17" format_version = 50 [control] ; Names for custom unit type flags. There can be up to 53 of these. ; name = rule name; In some circumstances user may see this ; as part of some sentences, so try to make it descriptive ; and sensible. ; helptxt = displayed in the help for unit types with this flag (optional) flags = { "name", "helptxt" _("Fortress"), _("Can build Forts and Fortresses.") _("Transform") _("AirAttacker"), _("Very bad at attacking AEGIS.") _("Submarine"), _("Attack value halved when attacking Destroyer.") _("SupplyLines"), _("Can slow down (take 1 MP from) an enemy unit by disrupting its supply lines.") _("Consensus"), _("Undisbandable when your bureaucracy has a veto.") _("FleshBased") _("IronBased") _("Unbribable") _("TradeRoute"), _("Can establish trade routes (must travel to target city).") _("HelpWonder") _("Capturer"), _("Can capture some enemy units.") _("Capturable"), _("Can be captured by some enemy units.") _("Bombarder") _("Cities") _("AddToCity") _("Nuclear") _("NuclearOP") _("TacticalNuke") _("Paratroopers"), _("Can be paradropped from a friendly city or suitable base.") _("Marines"), _("Can launch attack from non-native tiles.") _("Cant_Fortify") _("OneAttack") _("NoVeteran") } ; Names for custom unit class flags. There can be up to 25 of these. ; name = rule name; In some circumstances user may see this ; as part of some sentences, so try to make it descriptive ; and sensible. ; helptxt = displayed in the help for unit types belonging to a class ; with this flag (optional) class_flags = { "name", "helptxt" _("LightWeight"), _("Airliftable once you learn Flight.") _("MediumWeight"), _("Airliftable from Airport after you learn Advanced Flight.") _("HeavyWeight"), _("Airliftable from Airport after you learn Fusion Power.") _("BorderPolice"), _("Can peacefully expel certain foreign units.") _("Expellable"), _("Can be peacefully expelled from foreign tiles.") _("AttFromNonNative"), _("Can launch attack from non-native tiles.") _("Missile") _("CanPillage") _("CanFortify"), ; /* xgettext:no-c-format */ _("Gets a 50% defensive bonus while in cities.") _("Barracks"), _("Benefits from barracks") _("Ground"), _("Ground units") _("Aerial"), _("Aerial units") } [veteran_system] ; What are the names of the levels? veteran_names = _("green"), _("veteran"), _("hardened"), _("elite") ; The percentage chance of increasing level through combat veteran_base_raise_chance = 33, 22, 13, 0 ; The percentage chance of a settler/engineer increasing level through ; performing useful work (per turn) veteran_work_raise_chance = 3, 2, 1, 0 ; Power factors are as a percentage. ; +50% is represented by 150 veteran_power_fact = 100, 150, 175, 200 ; The additional number of movement points granted for different veteran ; levels. These are fractional move points as defined by move_fragments in ; terrain.ruleset. veteran_move_bonus = 0, 0, 0, 0 ; /* <-- avoid gettext warnings ; ; Unit classes ; The number can be variable, up to 32 ; When adding new classes, remember to check effects.ruleset also. ; Eg. if you divide class 'Land' to two separate classes, you may ; want add effect giving City Walls defense bonus against new class ; too. ; ; The actual tag used (the * in [unitclass_*]) does not matter, except ; it must be unique within this file, and it may be used in debug ; output when reading this file. ; ; ** Fields ** ; ; name = translatable name as seen by user ; rule_name = (optional) internal name for savegames, rulesets etc; ; if not present, "name" is used for this purpose too. ; Since the name used in savegames must not change, if ; you want to rename an item after a ruleset has been ; released, you should set "rule_name" to the original ; value of "name". ; min_speed = Minimum speed after damage and effects (whole movement points) ; hp_loss_pct = Hitpoints lost each turn if unit not in city or native base ; non_native_def_pct = Defense power percentage applying when defending on ; non-native terrain (such as ship in harbor) ; flags = List of unit class flags (from the following list; you ; cannot add custom unit class flags) ; helptext = optional help text string; should escape all raw newlines ; so that xgettext parsing works ; ; ** Unit class Flags ** ; ; "TerrainSpeed" = Units use terrain specific speed ; "TerrainDefense" = Units gain defense bonus from terrain ; "DamageSlows" = Damaged units are slowed down ; "CanOccupyCity" = Military units of this class can occupy enemy cities ; "BuildAnywhere" = Unit can be built even in the middle of non-native terrain ; "Unreachable" = Unit can be attacked only by units explicitly listing this ; class in its 'targets', unless on a city or native base. ; For class members which are transports, cargo cannot load/ ; unload except in a city or native base, unless that unit ; explicitly lists this class in its 'embarks'/'disembarks'. ; "CollectRansom" = Unit can collect ransom when killing undefended barbarian leader ; "ZOC" = Unit is subject to ZOC rules. Unit type flag "IgZOC" can ; override this ; "DoesntOccupyTile" = Even if this kind of enemy unit is on tile, cities can ; still work that tile ; "AttackNonNative" = Unit can attack units on non-native tiles. Unit type ; flag "Only_Native_Attack" can override this ; "KillCitizen" = Upon successful attack against a city, unit kills one ; citizen. The effect "Unit_No_Lose_Pop" and the server ; setting 'killcitizen' can disable this. ; "HutFrighten" = Will frighten rather than enter huts. ; "NonNatBombardTgt" = Certain attacks against these units are considered ; Nonnative Bombard Attack type ; ; */ <-- avoid gettext warnings [unitclass_missile] ; /* TRANS: Unit class: used adjectivally */ name = _("?unitclass:Missile") min_speed = 0 hp_loss_pct = 0 flags = "Missile", "Unreachable", "DoesntOccupyTile", "MediumWeight", "HutFrighten", "Aerial" [unitclass_land] ; /* TRANS: Unit class: used adjectivally */ name = _("?unitclass:Land") min_speed = 1 hp_loss_pct = 0 flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere", "CollectRansom", "ZOC", "CanFortify", "CanPillage", "TerrainDefense", "LightWeight", "BorderPolice", "NonNatBombardTgt", "Barracks", "Ground" [unitclass_land_small] ; /* TRANS: Unit class: used adjectivally */ name = _("?unitclass:Small Land") min_speed = 1 hp_loss_pct = 0 flags = "TerrainSpeed", "DamageSlows", "BuildAnywhere", "CollectRansom", "ZOC", "TerrainDefense", "DoesntOccupyTile", "LightWeight", "Expellable", "NonNatBombardTgt", "Barracks", "Ground" [unitclass_land_big] ; /* TRANS: Unit class: used adjectivally */ name = _("?unitclass:Big Land") min_speed = 1 hp_loss_pct = 0 flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere", "CollectRansom","ZOC", "CanFortify", "KillCitizen", "MediumWeight", "NonNatBombardTgt", "Barracks", "Ground" [unitclass_merchant] ; /* TRANS: Unit class: used adjectivally */ name = _("?unitclass:Merchant") min_speed = 1 hp_loss_pct = 0 flags = "BuildAnywhere", "DoesntOccupyTile", "ZOC", "TerrainDefense", "TerrainSpeed", "MediumWeight", "Expellable", "NonNatBombardTgt", "Barracks", "Ground" [unitclass_sea] ; /* TRANS: Unit class: used adjectivally */ name = _("?unitclass:Sea") min_speed = 2 hp_loss_pct = 0 non_native_def_pct = 25 flags = "DamageSlows", "AttackNonNative", "AttFromNonNative", "HeavyWeight" [unitclass_trireme] ; /* TRANS: Unit class: used adjectivally */ name = _("?unitclass:Trireme") min_speed = 2 hp_loss_pct = 0 non_native_def_pct = 25 flags = "ZOC", "DamageSlows", "AttFromNonNative", "MediumWeight" [unitclass_heli] ; /* TRANS: Unit class: used adjectivally */ name = _("?unitclass:Helicopter") min_speed = 1 hp_loss_pct = 10 flags = "Unreachable", "DoesntOccupyTile", "CanOccupyCity", "CollectRansom", "MediumWeight", "Aerial" [unitclass_air] ; /* TRANS: Unit class: used adjectivally */ name = _("?unitclass:Air") min_speed = 1 hp_loss_pct = 10 flags = "Unreachable", "DoesntOccupyTile", "CanPillage", "MediumWeight", "HutFrighten", "Aerial" ; /* <-- avoid gettext warnings ; ; Below: The individual unit types, one per section. ; ; The number can be variable, up to 300. ; However for the "official" rulesets, units should not be removed ; because that would break backward compatibility with savegames. ; ; The order here matters: later units are considered "better" for ; a given flag or role. ; ; The actual tag used (the * in [unit_*]) does not matter, except ; it must be unique within this file, and it may be used in debug ; output when reading this file. ; ; ** Fields ** ; ; name = translatable name as seen by user ; rule_name = (optional) internal name for savegames, rulesets etc; if ; not present, "name" is used for this purpose too. Since ; the name used in savegames must not change, if you want ; to rename an item after a ruleset has been released, you ; should set "rule_name" to the original value of "name". ; graphic = tag specifying preferred graphic ; graphic_alt = tag for alternate graphic if preferred graphic is not ; present; especially if preferred graphic is non-standard, ; this should be a standard tag. Otherwise can use eg "-" ; for no alternate graphic. ; graphic_alt2 = tag for second alternative graphic. ; reqs = requirements to build the unit (see effects.ruleset ; and README.effects for help on requirements) ; obsolete_by = can be upgraded to and made obsolete by another unit by name ; build_cost = production shields required to build ; pop_cost = population removed from city when built; for 'Join City' ; units this is also the population added to the destination ; attack = base attack strength (0 = cannot attack) ; defense = base defense strength (0 = cannot defend) ; hitpoints = how much damage unit can withstand ; firepower = number of hitpoints removed per round of combat; at least 1 ; move_rate = base move rate (whole movement points) ; vision_radius_sq = base vision of unit: unit can see tile up to the square ; root of this value away ; convert_to = can be converted to another type of unit by name ; convert_time = number of movement points it takes to convert to ; another unit type ; class = One of the classes listed above ; transport_cap = Max number of units that can be transported. ; fuel = Number of turns unit can spend outside refuel points. ; If more time passes without unit refueling over turn change, ; they are lost. If this is zero, unit has no need to refuel ; Units with "Coast" flag set consider any tile next to coast ; refuel point ; uk_* = upkeep costs, these are used as base values in the game ; cargo = Unit classes this unit can transport ; city_slots = How many of homecity's unit maintenance slots unit takes ; city_size = Initial size of the cities built by 'Found City' type units ; (but 'Join City' uses pop_cost) ; tp_defense = Method to decide if unit can be selected as a defender when ; transported. ; "Blocked" - Can't defend when transported ; "Alight" - Can defend if can alight or unload (current default) ; "Always" - Can defend even when transported ; targets = list of unit classes this unit can attack against even ; if they have Unreachable unit class flag ; embarks = list of unit classes this unit may load into while not in ; native base or city even if transporter has Unreachable unit ; class flag ; disembarks = list of unit classes this unit may unload from while not in ; native base or city even if transporter has Unreachable unit ; class flag ; vision_layer = At which layer this unit is visible; "Main", "Stealth", ; or "Subsurface" ; bonuses = definitions of combat bonuses against specific other units ; bonuses.flag = flag of the unit that bonus applies against ; bonuses.type = type of the bonus. See below ; bonuses.value = value of the bonus. Sum of these is used if multiple apply. ; bonuses.quiet = don't auto generate help text for this bonus. Use this if ; the bonus is documented in the unit type's help text. ; This is useful when the combination of a unit's bonuses ; becomes complex enough to make the auto generated help ; ugly or inaccurate. ; flags = special flag strings; list of built-in flags described below ; and/or user flags defined above ; ; veteran_names = Special veteran level for this unit. See the definitions in ; game.ruleset. All of the veteran_* entries have to have the ; same length! ; veteran_base_raise_chance = ; veteran_work_raise_chance = ; veteran_power_fact = ; veteran_move_bonus = ; ; roles = special role strings ; sound_move = optional sound effect when the unit moves ; sound_move_alt = optional alternative sound effect if above not ; supported in client ; sound_fight = optional sound effect when the unit fights ; sound_fight_alt = optional alternative sound effect if above not ; supported in client ; helptext = optional help text string; should escape all raw newlines ; so that xgettext parsing works ; ; ; ** Bonuses ** ; ; "DefenseMultiplier" = See "DefenseMultiplierPct" below. This is ; equivalent to that multiplied by 100. ; Bonus is defined in defenders entry. ; "DefenseMultiplierPct" = Multiply defense by 1 + (value / 100). ; Value of 100 means multiplication by 2, ; value of 50 means multiplication by 1.5, etc. ; Effectively increases defense by value percent. ; Bonus is defined in defenders entry. ; "DefenseDivider" = See "DefenseDividerPct" below. This is equivalent ; to that multiplied by 100. ; Bonus is defined in attackers entry. ; "DefenseDividerPct" = Divide defense value by 1 + (value / 100). ; Value of 100 means division by 2, ; value of 50 means division by 1.5, i.e. ; multiplication with 2/3, etc. ; Effectively increases *attack* by value percent. ; Bonus is defined in attackers entry. ; "LowFirepower" = Defender firepower is reduced to low firepower ; value defined in game.ruleset when ; ever this has non-zero value. ; Bonus is defined in attackers entry. ; "CityDefensePct" = In a city, instead of "Defend_Bonus" effect ; uses this bonus. ; Bonus is defined in defenders entry. ; ; ; ** Flags ** ; ; "IgZOC" = ignore Zones of Control (ZOC) even if unit class has ; "ZOC" flag ; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move ; around it freely ; "NonMil" = a non-military unit: no attacks; no martial law; can enter ; peaceful borders; DoesntOccupyTile ; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset) ; rather than terrain/road etc cost, unless terrain cost is ; less ; "FieldUnit" = cause unhappiness even when not being aggressive ; "Workers" = can irrigate and build roads ; "Diplomat" = can defend against diplomat actions (see diplchance ; server option) ; "Spy" = strong in diplomatic battles. _Must_ be "Diplomat" also ; "CoastStrict" = (sea only) cannot leave coast ; "Coast" = (sea only) can refuel on coast. Set fuel to force unit ; to regularly end turn on coast ; "Only_Native_Attack" = cannot attack targets on non-native tiles even if ; unit class can ; "Fanatic" = can only be built by governments that allow them ; (see civ2/governments.ruleset, Fundamentalism government) ; "Unique" = a player can only have one of these units in the game at ; the same time; barbarians cannot use this at present ; "GameLoss" = losing one of these units means you lose the game, but it ; is produced without homecity and upkeep ; "EvacuateFirst" = the game will try to rescue units with this flag before ; it tries to rescue units without it when their transport ; is destroyed. Think of the Birkenhead drill ("women and ; children first"). Replace "women and children" with ; "units with the EvacuateFirst unit type flag". ; "SuperSpy" = this unit always wins diplomatic contests, that is, unless ; it encounters another SuperSpy, in which case defender wins; ; can also be used on non-diplomat units, in which case it can ; protect cities from diplomats; also 100% spy survival chance ; "NoHome" = this unit is built with no homecity, free of all upkeep, and ; therefore will not revolt along with its city of origin should ; it be incited ; "CityBuster" = this unit has double firepower against cities ; "NoBuild" = this unit cannot be built ; "BadWallAttacker" = the firepower of this unit is set to 1 if ; attacking a city ; defended by a city wall (or other city building defense) ; "BadCityDefender" = if attacked while in a city, firepower is set to 1 ; and firepower of attacker is doubled (the Pearl Harbor ; rule) ; "BarbarianOnly" = only barbarians can build this unit ; "NewCityGamesOnly" = unit can't be built on scenarios where founding new cities ; is not allowed. Give this flag to units that would make no sense ; to have in a game with such a scenario ; "CanKillEscaping" = an attack from this unit prevents the "Escape" action. ; "Provoking" = a unit considering to auto attack this unit will choose to ; do so even if has better odds when defending against it ; then when attacking it. Applies when the autoattack server ; setting is enabled. ; "NeverProtects" = doesn't protect reachable units on its tile from enemy ; attackers, even if the unreachableprotects server setting ; is enabled and the unit class is unreachable ; "RandomMovement" = Unit makes random movements in the beginning of the turn, ; player has no control over its movement ; "Flagless" = Unit national flag is not shown on client, except for ; the owner. Unit can attack, and it can be attacked, ; regardless of diplomatic pacts between actual unit owners. ; "ProvidesRansom" = Enemies can collect ransom from the unit. This only happens ; if all the units on tile have this flag - any other kind of ; unit protects them. ; ; ; Following actions require extra fields: ; "Attack" and "Suicide Attack" ; attack = base attack strength ; "Bombard" ; attack = base attack strength ; bombard_rate = the number of shots fired at enemy units when attacking ; "Join City" ; pop_cost = the number of population added to the target city ; "Paradrop Unit" ; paratroopers_range = the maximal range the unit can be paradropped to. ; Max range is 65534. ; "Upgrade Unit" ; obsolete_by = the unit type upgraded to. ; "Convert Unit" ; convert_to = the unit type converted to. ; ; ** Roles ** ; ; "FirstBuild" = first to be built when city founded ; "Explorer" = unit to use for exploring ; "Hut" = can be found in a hut ; "HutTech" = can be found in a hut, but its techs required ; "Partisan" = can be created as a partisan (only one unit can have this ; flag), see end of this file for its tech requirements option ; "DefendOk" = AI hint: ok for defending with ; "DefendGood" = AI hint: good for defending with ; "Ferryboat" = AI hint: useful for ferrying ; "Barbarian" = can be created as land barbarian ; "BarbarianTech" = can be created as land barbarian, if someone has ; researched its tech requirements ; "BarbarianBoat" = can be created as boat for sea barbarian ; "BarbarianBoatTech" = can be created as boat for sea barbarian, if someone has ; researched its tech requirements ; "BarbarianBuild" = can be built by barbarians ; "BarbarianBuildTech" = can be built by barbarians if someone has ; researched its tech requirements ; "BarbarianLeader" = this unit is the barbarian leader (only one) ; "BarbarianSea" = can be created as a barbarian that disembarks from a barbarian boat ; "BarbarianSeaTech" = can be created as a barbarian that disembarks from a barbarian boat ; if someone has researched its tech requirements ; "Settlers" = can irrigate and build roads ; "Hunter" = AI hint: good for hunting other units ; "CitiesStartUnit" = Gets granted as 'c' startunit ; "WorkerStartUnit" = Gets granted as 'w' startunit ; "ExplorerStartUnit" = Gets granted as 'x' startunit ; "KingStartUnit" = Gets granted as 'k' startunit ; "DiplomatStartUnit" = Gets granted as 's' startunit ; "FerryStartUnit" = Gets granted as 'f' startunit ; "DefendOkStartUnit" = Gets granted as 'd' startunit ; "DefendGoodStartUnit" = Gets granted as 'D' startunit ; "AttackFastStartUnit" = Gets granted as 'a' startunit ; "AttackStrongStartUnit" = Gets granted as 'A' startunit ; ; */ <-- avoid gettext warnings [unit_settlers] name = _("Settlers") class = "Small Land" ;reqs obsolete_by = "None" graphic = "u.settlers" graphic_alt = "-" sound_move = "m_settlers" sound_move_alt = "m_generic" sound_fight = "f_settlers" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 2 attack = 0 defense = 1 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 1 uk_gold = 0 tp_defense = "Alight" flags = "Workers", "Cant_Fortify", "NonMil", "HasNoZOC", "AddToCity", "Cities", "Fortress", "FleshBased" ; No veteran levels (level name is never displayed) veteran_names = _("green") veteran_base_raise_chance = 0 veteran_work_raise_chance = 0 veteran_power_fact = 100 veteran_move_bonus = 0 roles = "CitiesStartUnit" helptext = _("\ Settlers are one of the key units in the game, as they are your main \ means of founding new cities.\ "), _("\ Settlers can also perform the same terrain alterations as Workers.\ "), _("\ TIP: optimal production of Settlers occurs in cities of at most \ size 4, or cities with a Granary of at most size 6.\ ") [unit_migrants] name = _("Migrants") class = "Small Land" reqs = { "type", "name", "range" "Tech", "Pottery", "Player" } obsolete_by = "None" graphic = "u.migrants" graphic_alt = "u.worker" sound_move = "m_worker" sound_move_alt = "m_generic" sound_fight = "f_worker" sound_fight_alt = "f_generic" build_cost = 10 pop_cost = 1 attack = 0 defense = 1 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 1 uk_gold = 0 tp_defense = "Alight" flags = "Workers", "Cant_Fortify", "NonMil", "HasNoZOC", "AddToCity", "Capturable", "Fortress", "FleshBased" ; No veteran levels (level name is never displayed) veteran_names = _("green") veteran_base_raise_chance = 0 veteran_work_raise_chance = 0 veteran_power_fact = 100 veteran_move_bonus = 0 roles = "Settlers" helptext = _("\ Migrants can be used to transfer population to other cities, but \ may not found new cities. They can also perform the same terrain \ alterations as Workers.\ "), _("\ TIP: Migrants can be a good alternative to Workers in overpopulated \ cities, as they benefit from free food upkeep.\ ") [unit_worker] name = _("?unit:Workers") class = "Small Land" ;reqs obsolete_by = "Engineers" graphic = "u.worker" graphic_alt = "u.engineers" ; for compatibility sound_move = "m_worker" sound_move_alt = "m_generic" sound_fight = "f_worker" sound_fight_alt = "f_generic" build_cost = 20 pop_cost = 0 attack = 0 defense = 1 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 1 tp_defense = "Alight" flags = "Workers", "Cant_Fortify", "NonMil", "HasNoZOC", "Fortress", "FleshBased" ; No veteran levels (level name is never displayed) veteran_names = _("green") veteran_base_raise_chance = 0 veteran_work_raise_chance = 0 veteran_power_fact = 100 veteran_move_bonus = 0 roles = "Settlers", "WorkerStartUnit" helptext = _("\ Workers have the ability to improve terrain tiles. See the help on \ Terrain and Terrain Alterations for the effects of their actions.\ ") [unit_engineers] name = _("Engineers") class = "Small Land" reqs = { "type", "name", "range" "Tech", "Explosives", "Player" } obsolete_by = "None" graphic = "u.engineers" graphic_alt = "-" sound_move = "m_engineers" sound_move_alt = "m_generic" sound_fight = "f_engineers" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 0 defense = 2 hitpoints = 20 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 1 tp_defense = "Alight" flags = "Workers", "Cant_Fortify", "NonMil", "HasNoZOC", "Fortress", "Transform", "IronBased" veteran_names = _("beginner"), _("seasoned"), _("senior"), _("expert") veteran_base_raise_chance = 50, 33, 20, 0 veteran_work_raise_chance = 3, 2, 1, 0 veteran_power_fact = 100, 150, 175, 200 veteran_move_bonus = 0, 0, 0, 0 roles = "Settlers", "WorkerStartUnit" helptext = _("\ Engineers are similar to Workers, but they work twice as fast, \ move twice as fast, and may gain experience from work enabling \ them to work even faster.\ "), _("\ With knowledge of Fusion Power, Engineers may also perform more \ radical terrain transformations than Workers, Settlers, or Migrants, \ with the \"transform\" order. Examples include conversion of \ Tundra into Plains, or even Ocean into Swamp in some circumstances \ (when on board an ocean-going vessel, on a tile surrounded by \ sufficient existing land). See the Terrain Alterations section \ for more details.\ ") [unit_mechanic] name = _("Mechanic") class = "Small Land" reqs = { "type", "name", "range" "Tech", "Engineering", "Player" } obsolete_by = "None" graphic = "u.mechanic" graphic_alt = "u.engineers" sound_move = "m_mechanic" sound_move_alt = "m_generic" sound_fight = "f_mechanic" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 0 defense = 2 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 1 tp_defense = "Alight" flags = "Cant_Fortify", "NonMil", "HasNoZOC", "Fortress", "FleshBased" ; No veteran levels (level name is never displayed) veteran_names = _("green") veteran_base_raise_chance = 0 veteran_work_raise_chance = 0 veteran_power_fact = 100 veteran_move_bonus = 0 helptext = _("\ A Mechanic can repair machines in the field.\ ") [unit_great_worker] name = _("?unit:Great Worker") class = "Small Land" ;reqs obsolete_by = "None" graphic = "u.great_worker" graphic_alt = "u.worker" sound_move = "m_worker" sound_move_alt = "m_generic" sound_fight = "f_worker" sound_fight_alt = "f_generic" build_cost = 20 pop_cost = 0 specialist = "great_worker" attack = 0 defense = 1 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 1 tp_defense = "Alight" flags = "Workers", "Cant_Fortify", "NonMil", "HasNoZOC", "Fortress", "FleshBased", "NoBuild", "AddToCity" ; No veteran levels (level name is never displayed) veteran_names = _("green") veteran_base_raise_chance = 0 veteran_work_raise_chance = 0 veteran_power_fact = 100 veteran_move_bonus = 0 ;roles = helptext = _("\ Great Worker eager to work in one of your cities.\ ") [unit_warriors] name = _("Warriors") class = "Land" ;reqs obsolete_by = "Musketeers" graphic = "u.warriors" graphic_alt = "-" sound_move = "m_warriors" sound_move_alt = "m_generic" sound_fight = "f_warriors" sound_fight_alt = "f_generic" build_cost = 10 pop_cost = 0 attack = 1 defense = 1 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" flags = "Capturer", "Fortress", "FleshBased" roles = "DefendOk", "DefendOkStartUnit", "FirstBuild" helptext = _("\ This unit may be built from the start of the game. It is the\ weakest offensive unit.\ ") [unit_phalanx] name = _("Phalanx") class = "Land" reqs = { "type", "name", "range" "Tech", "Bronze Working", "Player" } obsolete_by = "Pikemen" graphic = "u.phalanx" graphic_alt = "-" sound_move = "m_phalanx" sound_move_alt = "m_generic" sound_fight = "f_phalanx" sound_fight_alt = "f_generic" build_cost = 20 pop_cost = 0 attack = 1 defense = 2 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" flags = "Capturer", "Fortress", "FleshBased" roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild" helptext = _("\ The Phalanx is armored infantry, suitable for defending your cities.\ ") [unit_archers] name = _("Archers") class = "Land" reqs = { "type", "name", "range" "Tech", "Warrior Code", "Player" } obsolete_by = "Musketeers" graphic = "u.archers" graphic_alt = "-" sound_move = "m_archers" sound_move_alt = "m_generic" sound_fight = "f_archers" sound_fight_alt = "f_generic" build_cost = 20 pop_cost = 0 attack = 3 defense = 1 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" flags = "Capturer", "Fortress", "FleshBased" roles = "DefendOk", "Hut" helptext = _("\ Archers fight with bows and arrows and have a good offensive\ value.\ ") [unit_legion] name = _("Legion") class = "Land" reqs = { "type", "name", "range" "Tech", "Iron Working", "Player" } obsolete_by = "Musketeers" graphic = "u.legion" graphic_alt = "-" sound_move = "m_legion" sound_move_alt = "m_generic" sound_fight = "f_legion" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 4 defense = 2 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" flags = "Marines", "Capturer", "Fortress", "FleshBased" roles = "DefendOk", "BarbarianBuild", "BarbarianSea" helptext = _("\ Legions are heavily armed and well disciplined infantry\ units with an excellent offensive value.\ ") [unit_pikemen] name = _("Pikemen") class = "Land" reqs = { "type", "name", "range" "Tech", "Feudalism", "Player" } obsolete_by = "Musketeers" graphic = "u.pikemen" graphic_alt = "-" sound_move = "m_pikemen" sound_move_alt = "m_generic" sound_fight = "f_pikemen" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 2 defense = 3 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" flags = "Capturer", "Fortress", "FleshBased" roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild" helptext = _("\ Equipped with long pikes, Pikemen replaces Phalanx\ as the preferred city defender.\ ") [unit_musketeers] name = _("Musketeers") class = "Land" reqs = { "type", "name", "range" "Tech", "Gunpowder", "Player" } obsolete_by = "Riflemen" graphic = "u.musketeers" graphic_alt = "-" sound_move = "m_musketeers" sound_move_alt = "m_generic" sound_fight = "f_musketeers" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 3 defense = 3 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" flags = "Marines", "Capturer", "Fortress", "FleshBased" roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild", "HutTech", "BarbarianTech", "BarbarianBuildTech", "BarbarianSeaTech" helptext = _("\ Musketeers are infantry equipped with early\ firearms and replace Pikemen as the preferred\ city defender.\ ") [unit_riflemen] name = _("Riflemen") class = "Land" reqs = { "type", "name", "range" "Tech", "Conscription", "Player" } obsolete_by = "Marines" graphic = "u.riflemen" graphic_alt = "-" sound_move = "m_riflemen" sound_move_alt = "m_generic" sound_fight = "f_riflemen" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 5 defense = 4 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" flags = "Marines", "Capturer", "Fortress", "FleshBased" roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild" helptext = _("\ Riflemen are World War-era infantry, very good\ at defending your cities.\ ") [unit_alpine_troops] name = _("Alpine Troops") class = "Land" reqs = { "type", "name", "range" "Tech", "Tactics", "Player" } obsolete_by = "None" graphic = "u.alpine_troops" graphic_alt = "-" sound_move = "m_alpine_troops" sound_move_alt = "m_generic" sound_fight = "f_alpine_troops" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 7 defense = 4 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" embarks = "Helicopter" disembarks = "Helicopter" flags = "IgTer", "Capturer", "Fortress", "SupplyLines", "FleshBased" roles = "DefendOk", "DefendOkStartUnit" helptext = _("\ Alpine Troops are highly mobile units as well as\ excellent defenders.\ ") [unit_partisan] name = _("Partisan") class = "Land" reqs = { "type", "name", "range" "Tech", "Guerilla Warfare", "Player" } obsolete_by = "None" graphic = "u.partisan" graphic_alt = "-" sound_move = "m_partisan" sound_move_alt = "m_generic" sound_fight = "f_partisan" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 4 defense = 5 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 6 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" embarks = "Helicopter" disembarks = "Helicopter" flags = "IgTer", "IgZOC", "Capturer", "Fortress", "SupplyLines", "FleshBased" roles = "DefendGood", "DefendGoodStartUnit", "Partisan", "BarbarianTech" helptext = _("\ Partisans are guerilla fighters who are experts\ at using the terrain to their advantage.\ "), _("\ A number of Partisans are granted free when an enemy conquers your\ city -- they automatically assume defensive positions in the\ surrounding countryside -- but only under these conditions:\n\ - Guerilla Warfare must be known by at least one player.\n\ - At least three quarters of the citizens must have your nationality.\n\ - You must know about Communism and Gunpowder.\n\ - You must run either a Democracy or a Communist government.\ ") [unit_fanatics] name = _("Fanatics") class = "Land" reqs = { "type", "name", "range" "Tech", "Guerilla Warfare", "Player" "Gov", "Fundamentalism", "Player" } obsolete_by = "None" graphic = "u.fanatics" graphic_alt = "-" sound_move = "m_fanatics" sound_move_alt = "m_generic" sound_fight = "f_fanatics" sound_fight_alt = "f_generic" build_cost = 20 pop_cost = 1 attack = 5 defense = 5 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 1 uk_gold = 0 tp_defense = "Alight" embarks = "Helicopter" disembarks = "Helicopter" flags = "Fanatic", "AddToCity", "Capturer", "Fortress", "SupplyLines", "FleshBased" roles = "DefendGood", "DefendGoodStartUnit" helptext = _("\ Fanatics are warriors extremely devoted to a higher cause.\ "), _("\ Fundamentalist nations can maintain Fanatic units without\ having to pay any upkeep nor causing military unhappiness. \ Instead, each unit reduces the population by 1.\ ") [unit_marines] name = _("Marines") class = "Land" reqs = { "type", "name", "range" "Tech", "Amphibious Warfare", "Player" } obsolete_by = "None" graphic = "u.marines" graphic_alt = "-" sound_move = "m_marines" sound_move_alt = "m_generic" sound_fight = "f_marines" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 8 defense = 5 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" embarks = "Helicopter" disembarks = "Helicopter" flags = "Marines", "Capturer", "Fortress", "SupplyLines", "FleshBased" roles = "DefendGood", "FirstBuild", "BarbarianSeaTech" helptext = _("\ Marines are infantry who are experts at marine warfare.\ ") [unit_paratroopers] name = _("Paratroopers") class = "Land" reqs = { "type", "name", "range" "Tech", "Combined Arms", "Player" } obsolete_by = "None" graphic = "u.paratroopers" graphic_alt = "-" sound_move = "m_paratroopers" sound_move_alt = "m_generic" sound_fight = "f_paratroopers" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 6 defense = 4 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" embarks = "Helicopter" disembarks = "Helicopter" flags = "Paratroopers", "Capturer", "Fortress", "SupplyLines", "FleshBased" roles = "DefendOk" helptext = _("\ Paratroopers are experts at airborne attacks. From a friendly city, \ airbase, or airstrip, Paratroopers who have not expended any \ movement points can paradrop directly to any tile in range, and be \ immediately ready to act there. (Beware dropping into unseen territory, \ as Paratroopers landing on a tile occupied by enemy units are easy \ targets!)\ "), _("Veteran Paratroopers can land on forest and jungle tiles.") paratroopers_range = 10 [unit_mech_inf] name = _("Mech. Inf.") class = "Big Land" reqs = { "type", "name", "range" "Tech", "Labor Union", "Player" } obsolete_by = "None" graphic = "u.mech_inf" graphic_alt = "-" sound_move = "m_mech_inf" sound_move_alt = "m_generic" sound_fight = "f_mech_inf" sound_fight_alt = "f_generic" build_cost = 70 pop_cost = 0 attack = 6 defense = 6 hitpoints = 30 firepower = 1 move_rate = 3 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" flags = "IronBased" roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild" helptext = _("\ The Mechanized Infantry has the strongest inherent defensive strength \ of any land unit, and is very fast on roads and easy terrain, but it is \ hindered rather than helped by rough terrain (it cannot move into \ mountains, swamps, or jungles), and it is only available near the end \ of the technology tree.\ ") [unit_horsemen] name = _("Horsemen") class = "Land" reqs = { "type", "name", "range" "Tech", "Horseback Riding", "Player" } obsolete_by = "Knights" graphic = "u.horsemen" graphic_alt = "-" sound_move = "m_horsemen" sound_move_alt = "m_generic" sound_fight = "f_horsemen" sound_fight_alt = "f_generic" build_cost = 20 pop_cost = 0 attack = 2 defense = 1 hitpoints = 10 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" flags = "Capturer", "FleshBased" roles = "AttackFastStartUnit", "Hut", "Barbarian", "Hunter" helptext = _("\ Horsemen are mounted warriors and an early\ shock-troop that can penetrate deep into\ enemy territory.\ ") [unit_chariot] name = _("Chariot") class = "Big Land" reqs = { "type", "name", "range" "Tech", "The Wheel", "Player" } obsolete_by = "Dragoons" graphic = "u.chariot" graphic_alt = "-" sound_move = "m_chariot" sound_move_alt = "m_generic" sound_fight = "f_chariot" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 4 defense = 1 hitpoints = 10 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" flags = "Capturer", "FleshBased" roles = "AttackFastStartUnit" helptext = _("\ Chariots are horse-pulled war wagons. They have a stronger attack than \ Horsemen, but their speed comes at a cost: they are more expensive \ to build, they cannot take advantage of terrain to defend themselves, \ they cannot move in rough terrain (mountains, swamps, and jungles) \ without roads, and they cannot be transported by sea using early ships \ (Triremes and Caravels).\ ") [unit_elephants] name = _("Elephants") class = "Land" reqs = { "type", "name", "range" "Tech", "Polytheism", "Player" } obsolete_by = "Dragoons" graphic = "u.elephants" graphic_alt = "u.chariot" sound_move = "m_elephants" sound_move_alt = "m_generic" sound_fight = "f_elephants" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 3 defense = 2 hitpoints = 10 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" flags = "Capturer", "FleshBased" roles = "DefendOk", "AttackFastStartUnit", "Hunter" helptext = _("\ Elephants are towering animals trained for war that are often used as\ powerful shock troops.\ ") [unit_crusaders] name = _("Crusaders") class = "Land" reqs = { "type", "name", "range" "Tech", "Monotheism", "Player" } obsolete_by = "Dragoons" graphic = "u.crusaders" graphic_alt = "u.knights" sound_move = "m_crusaders" sound_move_alt = "m_generic" sound_fight = "f_crusaders" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 5 defense = 1 hitpoints = 10 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" flags = "Capturer", "FleshBased" roles = "AttackFastStartUnit", "Hunter" helptext = _("\ Crusaders are highly disciplined mounted\ warriors driven by a higher cause.\ ") [unit_knights] name = _("Knights") class = "Land" reqs = { "type", "name", "range" "Tech", "Chivalry", "Player" } obsolete_by = "Dragoons" graphic = "u.knights" graphic_alt = "-" sound_move = "m_knights" sound_move_alt = "m_generic" sound_fight = "f_knights" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 4 defense = 3 hitpoints = 10 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" flags = "Capturer", "FleshBased" roles = "DefendOk", "AttackFastStartUnit", "HutTech","BarbarianTech", "BarbarianBuildTech", "Hunter" helptext = _("\ Knights are mounted and heavily armored warriors.\ ") [unit_dragoons] name = _("Dragoons") class = "Land" reqs = { "type", "name", "range" "Tech", "Leadership", "Player" } obsolete_by = "Cavalry" graphic = "u.dragoons" graphic_alt = "-" sound_move = "m_dragoons" sound_move_alt = "m_generic" sound_fight = "f_dragoons" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 5 defense = 2 hitpoints = 20 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" flags = "Capturer", "FleshBased" roles = "AttackFastStartUnit", "BarbarianBuildTech", "Hunter" helptext = _("\ Dragoons are mounted warriors carrying early firearms.\ ") [unit_cavalry] name = _("Cavalry") class = "Land" reqs = { "type", "name", "range" "Tech", "Tactics", "Player" } obsolete_by = "Armor" graphic = "u.cavalry" graphic_alt = "-" sound_move = "m_cavalry" sound_move_alt = "m_generic" sound_fight = "f_cavalry" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 8 defense = 3 hitpoints = 20 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" flags = "Capturer", "FleshBased" roles = "AttackFastStartUnit", "Hunter" helptext = _("\ Cavalry are mounted and highly trained soldiers.\ ") [unit_armor] name = _("Armor") class = "Big Land" reqs = { "type", "name", "range" "Tech", "Mobile Warfare", "Player" } obsolete_by = "None" graphic = "u.armor" graphic_alt = "-" sound_move = "m_armor" sound_move_alt = "m_generic" sound_fight = "f_armor" sound_fight_alt = "f_generic" build_cost = 90 pop_cost = 0 attack = 10 defense = 5 hitpoints = 30 firepower = 1 move_rate = 3 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" flags = "IronBased" roles = "DefendOk", "AttackFastStartUnit", "Hunter" helptext = _("\ Armors are motorized war wagons that are faster, stronger, and can take \ more damage than any mounted unit. However, they are less adaptable to \ very rough terrain (they cannot move into mountains, swamps, or jungles \ without roads), and unable to use less rough terrain to improve their \ defense.\ ") [unit_catapult] name = _("Catapult") class = "Big Land" reqs = { "type", "name", "range" "Tech", "Mathematics", "Player" } obsolete_by = "Cannon" graphic = "u.catapult" graphic_alt = "-" sound_move = "m_catapult" sound_move_alt = "m_generic" sound_fight = "f_catapult" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 6 defense = 1 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" flags = "IronBased" roles = "AttackStrongStartUnit" helptext = _("\ Catapults are large rock-throwing machines of war.\ They are very strong attackers but equally weak\ defenders and will need an escort to be effective.\ "), _("\ While powerful, Catapults (and their successors) are bulky and awkward; \ they require roads to move in rough terrain (mountains, swamps, and \ jungles), are difficult to defend, and are too big for early ships \ (Triremes and Caravels).\ ") [unit_cannon] name = _("Cannon") class = "Big Land" reqs = { "type", "name", "range" "Tech", "Metallurgy", "Player" } obsolete_by = "Artillery" graphic = "u.cannon" graphic_alt = "-" sound_move = "m_cannon" sound_move_alt = "m_generic" sound_fight = "f_cannon" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 8 defense = 1 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" flags = "IronBased" roles = "AttackStrongStartUnit", "BarbarianTech", "BarbarianBuildTech" helptext = _("\ Cannons are large firearms that can fire heavy projectiles over long \ distances. As with the catapults they replace, they are very strong \ attackers but equally weak defenders and will need an escort to be \ effective, and have limited mobility.\ ") [unit_artillery] name = _("Artillery") class = "Big Land" reqs = { "type", "name", "range" "Tech", "Machine Tools", "Player" } obsolete_by = "Howitzer" graphic = "u.artillery" graphic_alt = "-" sound_move = "m_artillery" sound_move_alt = "m_generic" sound_fight = "f_artillery" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 10 defense = 2 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" flags = "CityBuster", "IronBased" roles = "AttackStrongStartUnit" helptext = _("\ The artillery is an upgraded cannon. As with its predecessors, it is a \ very strong attacker but equally weak defender and will need an escort \ to be effective, and has limited mobility.\ ") [unit_howitzer] name = _("Howitzer") class = "Big Land" reqs = { "type", "name", "range" "Tech", "Robotics", "Player" } obsolete_by = "None" graphic = "u.howitzer" graphic_alt = "-" sound_move = "m_howitzer" sound_move_alt = "m_generic" sound_fight = "f_howitzer" sound_fight_alt = "f_generic" build_cost = 80 pop_cost = 0 attack = 12 defense = 2 hitpoints = 30 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" flags = "CityBuster", "IronBased" roles = "AttackStrongStartUnit" helptext = _("\ Howitzers are upgraded artillery with improved defensive as well as \ offensive capabilities. However, they still have the limited mobility \ of their predecessors.\ ") [unit_fighter] name = _("Fighter") class = "Air" reqs = { "type", "name", "range" "Tech", "Flight", "Player" } obsolete_by = "Stealth Fighter" graphic = "u.fighter" graphic_alt = "-" sound_move = "m_fighter" sound_move_alt = "m_generic" sound_fight = "f_fighter" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 4 defense = 4 hitpoints = 20 firepower = 1 move_rate = 10 vision_radius_sq = 8 transport_cap = 0 fuel = 2 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" targets = "Air", "Missile", "Helicopter" flags = "AirAttacker", "HasNoZOC", "IronBased" roles = "DefendOk", "DefendOkStartUnit" helptext = _("\ Fighters are your first airborne units. They can\ move anywhere and attack any unit.\ "), ; /* xgettext:no-c-format */ _("\ Fighters and other aircraft lose 10% of their hitpoints for every \ turn not spent in a city, airstrip, or airbase, or on a Carrier.\ ") [unit_bomber] name = _("Bomber") class = "Air" reqs = { "type", "name", "range" "Tech", "Advanced Flight", "Player" } obsolete_by = "Stealth Bomber" graphic = "u.bomber" graphic_alt = "-" sound_move = "m_bomber" sound_move_alt = "m_generic" sound_fight = "f_bomber" sound_fight_alt = "f_generic" build_cost = 100 pop_cost = 0 attack = 6 defense = 2 hitpoints = 30 firepower = 1 move_rate = 8 vision_radius_sq = 8 transport_cap = 0 fuel = 3 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" flags = "FieldUnit", "OneAttack", "AirAttacker", "Bombarder", "HasNoZOC", "IronBased" roles = "" helptext = _("\ Bombers are specialized airborne units that may\ only attack ground targets, not other airborne\ units.\ "), _("\ A Bomber's attack against units on land is a bombard attack; against\ units on water it has a regular attack.\ "), ; /* xgettext:no-c-format */ _("\ As with other aircraft, Bombers lose 10% of their hitpoints for every \ turn not spent in a city, airstrip, or airbase, or on a Carrier.\ ") bombard_rate = 3 [unit_helicopter] name = _("Helicopter") class = "Helicopter" reqs = { "type", "name", "range" "Tech", "Combined Arms", "Player" } obsolete_by = "None" graphic = "u.helicopter" graphic_alt = "-" sound_move = "m_helicopter" sound_move_alt = "m_generic" sound_fight = "f_helicopter" sound_fight_alt = "f_generic" build_cost = 70 pop_cost = 0 attack = 5 defense = 3 hitpoints = 30 firepower = 1 move_rate = 6 vision_radius_sq = 8 transport_cap = 1 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" cargo = "Land" flags = "OneAttack", "AirAttacker", "Bombarder", "HasNoZOC", "Provoking", "IronBased" roles = "" helptext = _("\ A Helicopter's attack against units on land is a bombard attack; against \ units on water it has a regular attack.\ "), _("\ Helicopters can also transport one military land unit; while most troops \ must load or unload in a city, airstrip, or airbase (and not in the field \ or onboard a Carrier), units specializing in mobility (Paratroopers, \ Alpine Troops, Marines, Partisans, and Fanatics) can embark or disembark \ at any time.\ "), _("\ Unlike other aircraft, Helicopters are not required to return to a city, \ base, or Carrier to refuel after a set number of turns; however, care \ must be exercised, due to the health they lose every turn.\ ") bombard_rate = 2 [unit_stealth_fighter] name = _("Stealth Fighter") class = "Air" reqs = { "type", "name", "range" "Tech", "Stealth", "Player" } obsolete_by = "None" graphic = "u.stealth_fighter" graphic_alt = "-" sound_move = "m_stealth_fighter" sound_move_alt = "m_generic" sound_fight = "f_stealth_fighter" sound_fight_alt = "f_generic" build_cost = 80 pop_cost = 0 attack = 8 defense = 8 hitpoints = 20 firepower = 1 move_rate = 14 vision_radius_sq = 8 transport_cap = 0 fuel = 2 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" targets = "Air", "Missile", "Helicopter" vision_layer = "Stealth" flags = "AirAttacker", "HasNoZOC", "IronBased" roles = "DefendGood", "DefendGoodStartUnit" helptext = _("\ An improved Fighter, with improved attack and a higher movement\ radius.\ ") [unit_stealth_bomber] name = _("Stealth Bomber") class = "Air" reqs = { "type", "name", "range" "Tech", "Stealth", "Player" } obsolete_by = "None" graphic = "u.stealth_bomber" graphic_alt = "-" sound_move = "m_stealth_bomber" sound_move_alt = "m_generic" sound_fight = "f_stealth_bomber" sound_fight_alt = "f_generic" build_cost = 120 pop_cost = 0 attack = 9 defense = 5 hitpoints = 30 firepower = 1 move_rate = 12 vision_radius_sq = 8 transport_cap = 0 fuel = 3 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" vision_layer = "Stealth" flags = "FieldUnit", "OneAttack", "AirAttacker", "Bombarder", "HasNoZOC", "IronBased" roles = "DefendOk", "DefendOkStartUnit" helptext = _("\ An improved Bomber, with improved attack and a higher movement\ radius.\ ") bombard_rate = 4 [unit_trireme] name = _("Trireme") class = "Trireme" reqs = { "type", "name", "range" "Tech", "Map Making", "Player" } obsolete_by = "Transport" graphic = "u.trireme" graphic_alt = "-" sound_move = "m_trireme" sound_move_alt = "m_generic" sound_fight = "f_trireme" sound_fight_alt = "f_generic" build_cost = 20 pop_cost = 0 attack = 0 defense = 1 hitpoints = 10 firepower = 1 move_rate = 3 vision_radius_sq = 2 transport_cap = 2 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" cargo = "Land", "Small Land", "Merchant" flags = "BadCityDefender", "HasNoZOC", "Provoking", "IronBased", "NonMil" roles = "Ferryboat", "FerryStartUnit" helptext = _("\ The Trireme is your first boat unit. It can act\ as a transport ship, and unlike later boats can\ travel on rivers, but it may not enter deep ocean\ tiles. It cannot attack other ships, though it\ may still defend itself when attacked.\ ") [unit_caravel] name = _("Caravel") class = "Sea" reqs = { "type", "name", "range" "Tech", "Magnetism", "Player" } obsolete_by = "Galleon" graphic = "u.caravel" graphic_alt = "-" sound_move = "m_caravel" sound_move_alt = "m_generic" sound_fight = "f_caravel" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 0 defense = 2 hitpoints = 10 firepower = 1 move_rate = 3 vision_radius_sq = 2 transport_cap = 3 fuel = 3 uk_happy = 0 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" cargo = "Land", "Small Land", "Merchant" flags = "BadCityDefender", "Only_Native_Attack", "HasNoZOC", "Provoking", "Coast", "IronBased", "NonMil" roles = "Ferryboat", "FerryStartUnit", "BarbarianBoat" helptext = _("\ The Caravel is a sailing ship that can enter\ any ocean tile, but have to spend at least every third\ turn change next to land to load supplies for the crew.\ ") [unit_galleon] name = _("Galleon") class = "Sea" reqs = { "type", "name", "range" "Tech", "Navigation", "Player" } obsolete_by = "Transport" graphic = "u.galleon" graphic_alt = "-" sound_move = "m_galleon" sound_move_alt = "m_generic" sound_fight = "f_galleon" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 0 defense = 2 hitpoints = 20 firepower = 1 move_rate = 4 vision_radius_sq = 2 transport_cap = 4 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" cargo = "Land", "Small Land", "Big Land", "Merchant" flags = "BadCityDefender", "HasNoZOC", "Provoking", "IronBased", "NonMil" roles = "Ferryboat", "FerryStartUnit", "BarbarianBoat" helptext = _("\ The Galleon is a big transport ship, the first which can\ transport large wheeled units.\ ") [unit_frigate] name = _("Frigate") class = "Sea" reqs = { "type", "name", "range" "Tech", "Navigation", "Player" } obsolete_by = "Ironclad" graphic = "u.frigate" graphic_alt = "-" sound_move = "m_frigate" sound_move_alt = "m_generic" sound_fight = "f_frigate" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 3 defense = 2 hitpoints = 20 firepower = 1 move_rate = 4 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" flags = "BadCityDefender", "IronBased" roles = "Hunter" helptext = _("\ The Frigate is a specialized ship with a strong offensive value,\ and can attack units on land, but it cannot transport units.\ ") [unit_ironclad] name = _("Ironclad") class = "Sea" reqs = { "type", "name", "range" "Tech", "Steam Engine", "Player" } obsolete_by = "Destroyer" graphic = "u.ironclad" graphic_alt = "-" sound_move = "m_ironclad" sound_move_alt = "m_generic" sound_fight = "f_ironclad" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 4 defense = 3 hitpoints = 20 firepower = 1 move_rate = 4 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" flags = "BadCityDefender", "IronBased" roles = "Hunter" helptext = _("\ The Ironclad is an armored ship,\ more sturdy than the Frigate.\ ") [unit_destroyer] name = _("Destroyer") class = "Sea" reqs = { "type", "name", "range" "Tech", "Engineering", "Player" } obsolete_by = "None" graphic = "u.destroyer" graphic_alt = "-" sound_move = "m_destroyer" sound_move_alt = "m_generic" sound_fight = "f_destroyer" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 4 defense = 4 hitpoints = 30 firepower = 1 move_rate = 6 vision_radius_sq = 8 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" bonuses = { "flag", "type", "value" "Submarine", "DefenseMultiplier", 1 } flags = "BadCityDefender", "IronBased" roles = "Hunter" helptext = _("\ An improved Ironclad, with better move rate and vision.\ Anti-submarine weapons double its defense against Submarines.\ "), _("\ TIP: A very fast unit, which is very useful for hunting down enemy\ Transports and Submarines.\ ") [unit_cruiser] name = _("Cruiser") class = "Sea" reqs = { "type", "name", "range" "Tech", "Steel", "Player" } obsolete_by = "AEGIS Cruiser" graphic = "u.cruiser" graphic_alt = "-" sound_move = "m_cruiser" sound_move_alt = "m_generic" sound_fight = "f_cruiser" sound_fight_alt = "f_generic" build_cost = 80 pop_cost = 0 attack = 6 defense = 6 hitpoints = 30 firepower = 1 move_rate = 5 vision_radius_sq = 8 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" flags = "BadCityDefender", "IronBased" roles = "DefendOk", "DefendOkStartUnit" helptext = _("\ The Cruiser is a strong offensive boat unit.\ ") [unit_aegis_cruiser] name = _("AEGIS Cruiser") class = "Sea" reqs = { "type", "name", "range" "Tech", "Rocketry", "Player" } obsolete_by = "None" graphic = "u.aegis_cruiser" graphic_alt = "-" sound_move = "m_aegis_cruiser" sound_move_alt = "m_generic" sound_fight = "f_aegis_cruiser" sound_fight_alt = "f_generic" build_cost = 100 pop_cost = 0 attack = 8 defense = 8 hitpoints = 30 firepower = 1 move_rate = 5 vision_radius_sq = 8 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" bonuses = { "flag", "type", "value" "AirAttacker", "DefenseMultiplier", 4 } flags = "BadCityDefender", "IronBased" roles = "DefendGood", "DefendGoodStartUnit" helptext = _("\ The AEGIS Cruiser is equipped with an advanced\ defensive missile system.\ ") [unit_battleship] name = _("Battleship") class = "Sea" reqs = { "type", "name", "range" "Tech", "Mass Production", "Player" } obsolete_by = "None" graphic = "u.battleship" graphic_alt = "-" sound_move = "m_battleship" sound_move_alt = "m_generic" sound_fight = "f_battleship" sound_fight_alt = "f_generic" build_cost = 160 pop_cost = 0 attack = 12 defense = 12 hitpoints = 30 firepower = 1 move_rate = 4 vision_radius_sq = 8 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" ; /* <-- avoid gettext warnings ; Consensus historical article: "Airplanes Sink a Battleship? ; No, Sir! Declares President" Chicago Daily Tribune, Feb. 26, 1938. ; */ <-- avoid gettext warnings flags = "BadCityDefender", "Consensus", "IronBased" roles = "DefendOk", "DefendOkStartUnit" helptext = _("\ The Battleship is the supreme naval unit with\ excellent offensive and defensive values.\ ") [unit_submarine] name = _("Submarine") class = "Sea" reqs = { "type", "name", "range" "Tech", "Combustion", "Player" } obsolete_by = "None" graphic = "u.submarine" graphic_alt = "-" sound_move = "m_submarine" sound_move_alt = "m_generic" sound_fight = "f_submarine" sound_fight_alt = "f_generic" build_cost = 70 pop_cost = 0 attack = 12 defense = 5 hitpoints = 20 firepower = 1 move_rate = 5 vision_radius_sq = 8 transport_cap = 8 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" cargo = "Missile" vision_layer = "Subsurface" flags = "BadCityDefender", "Only_Native_Attack", "Submarine", "Provoking", "IronBased" roles = "Hunter" helptext = _("\ Traveling under the surface of the ocean, Submarines have\ a very high strategic value, but a weak defense if caught\ off guard.\ ") [unit_SSBN] name = _("SSBN") class = "Sea" reqs = { "type", "name", "range" "Tech", "Nuclear Fission", "Player" } obsolete_by = "None" graphic = "u.ssbn" graphic_alt = "u.submarine" sound_move = "m_ssbm" sound_move_alt = "m_generic" sound_fight = "f_ssbm" sound_fight_alt = "f_generic" build_cost = 320 pop_cost = 0 attack = 12 defense = 5 hitpoints = 20 firepower = 1 move_rate = 5 vision_radius_sq = 8 transport_cap = 16 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" cargo = "Missile" vision_layer = "Subsurface" flags = "BadCityDefender", "Only_Native_Attack", "Submarine", "Provoking", "TacticalNuke", "IronBased" roles = "Hunter" helptext = _("\ A SSBN is a nuclear submarine.\ "), _("\ It gets tactical nukes once you discover Rocketry.\ ") [unit_carrier] name = _("Carrier") class = "Sea" reqs = { "type", "name", "range" "Tech", "Advanced Flight", "Player" } obsolete_by = "None" graphic = "u.carrier" graphic_alt = "-" sound_move = "m_carrier" sound_move_alt = "m_generic" sound_fight = "f_carrier" sound_fight_alt = "f_generic" build_cost = 150 pop_cost = 0 attack = 0 defense = 9 hitpoints = 40 firepower = 1 move_rate = 5 vision_radius_sq = 8 transport_cap = 8 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 1 uk_gold = 1 cargo = "Land", "Air", "Missile", "Helicopter" tp_defense = "Alight" ; Consensus historical article: Julian Borger. "Wake-up call" ; The Guardian, Sep. 6, 2002. flags = "BadCityDefender", "HasNoZOC", "Consensus", "Provoking", "IronBased" roles = "DefendGood" helptext = _("\ The Carrier is a mobile airport.\ "), _("\ It can transport aircraft and military land units (not wheeled),\ although land units cannot always be transferred to and from Helicopters\ while onboard (see Helicopter help).\ "), _("\ TIP: Guard Carriers with a handful of fast-moving ships and a\ battleship, as losing a fully-equipped Carrier is VERY\ painful and expensive.\ ") [unit_transport] name = _("Transport") class = "Sea" reqs = { "type", "name", "range" "Tech", "Engineering", "Player" } obsolete_by = "None" graphic = "u.transport" graphic_alt = "-" sound_move = "m_transport" sound_move_alt = "m_generic" sound_fight = "f_transport" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 0 defense = 3 hitpoints = 30 firepower = 1 move_rate = 5 vision_radius_sq = 8 transport_cap = 8 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 1 uk_gold = 1 tp_defense = "Alight" cargo = "Land", "Small Land", "Big Land", "Merchant" flags = "Workers", "BadCityDefender", "HasNoZOC", "Provoking", "IronBased", "NonMil" veteran_names = _("green"), _("veteran"), _("hardened"), _("elite") veteran_base_raise_chance = 50, 33, 20, 0 veteran_work_raise_chance = 0, 0, 0, 0 veteran_power_fact = 100, 150, 175, 200 veteran_move_bonus = 0, 0, 0, 0 roles = "Ferryboat", "FerryStartUnit" helptext = _("\ The Transport cannot attack on its own but\ may defend itself when under attack.\ "), _("\ Transports can also clean pollution and fallout on water tiles, and \ with knowledge of Miniaturization, may build oil platforms on deep ocean \ tiles (for use by Offshore Platforms).\ ") ; FIXME: also cleans pollution/fallout in coastal cities (and faster ; than Engineers) [unit_cruise_missile] name = _("Cruise Missile") class = "Missile" reqs = { "type", "name", "range" "Tech", "Rocketry", "Player" } obsolete_by = "None" graphic = "u.cruise_missile" graphic_alt = "-" sound_move = "m_cruise_missile" sound_move_alt = "m_generic" sound_fight = "f_cruise_missile" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 18 defense = 0 hitpoints = 10 firepower = 1 move_rate = 16 vision_radius_sq = 2 transport_cap = 0 fuel = 1 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 1 tp_defense = "Alight" targets = "Air", "Missile", "Helicopter" flags = "OneAttack", "AirAttacker", "CityBuster", "HasNoZOC", "IronBased" roles = "" helptext = _("\ The Cruise Missile is a long-distance missile\ that can strike deep into enemy territory.\ "), _("\ TIP: A handful of these can successfully keep the waters around\ your treasured homeland free of enemy ships.\ ") [unit_nuclear] name = _("Nuclear") class = "Missile" reqs = { "type", "name", "range" "Tech", "Nuclear Fission", "Player" } obsolete_by = "None" graphic = "u.nuclear" graphic_alt = "-" sound_move = "m_nuclear" sound_move_alt = "m_generic" sound_fight = "f_nuclear" sound_fight_alt = "f_generic" build_cost = 160 pop_cost = 0 attack = 99 defense = 0 hitpoints = 10 firepower = 1 move_rate = 0 vision_radius_sq = 2 transport_cap = 0 fuel = 1 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 1 tp_defense = "Alight" flags = "FieldUnit", "OneAttack", "Nuclear", "HasNoZOC", "IronBased" ; No veteran levels (level name is never displayed) veteran_names = _("green") veteran_base_raise_chance = 0 veteran_work_raise_chance = 0 veteran_power_fact = 100 veteran_move_bonus = 0 roles = "" helptext = _("\ You can build Nuclear units when you have the required advance, and\ the Manhattan Project wonder has been built by any player.\ However, without further technology they cannot move on their own.\ "), _("\ With Advanced Flight, all Nuclear units (including those already\ built) gain a range of 8 movement points, and Rocketry increases\ this to 16.\ "), _("\ On impact, the blast will destroy any unit in an area 3 tiles wide\ (3x3 squares for rectangular grids), including friendly units.\ Any city within the blast area loses half its population, and\ land tiles within the blast area are subject to nuclear fallout.\ "), _("\ Nuclear fallout reduces tile output and increases the risk of global\ nuclear winter; see the help on Fallout.\ "), _("\ TIP: You may be involved in a situation where you've invaded an\ enemy country en masse, but the enemy cities are too strong.\ Before using a Nuclear unit, assemble a gang of cleanup units\ next to the city and have them ready to fix the fallout on the\ same turn it occurs! This minimizes the chance of nuclear winter.\ Eco-friendly nukes!\ ") [unit_ICBM] name = _("ICBM") class = "Missile" reqs = { "type", "name", "range" "Tech", "Fusion Power", "Player" } obsolete_by = "None" graphic = "u.icbm" graphic_alt = "u.nuclear" sound_move = "m_nuclear" sound_move_alt = "m_generic" sound_fight = "f_nuclear" sound_fight_alt = "f_generic" build_cost = 180 pop_cost = 0 attack = 99 defense = 0 hitpoints = 10 firepower = 1 move_rate = 0 vision_radius_sq = 2 transport_cap = 0 fuel = 1 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 1 tp_defense = "Alight" flags = "FieldUnit", "OneAttack", "NuclearOP", "HasNoZOC", "IronBased" ; No veteran levels (level name is never displayed) veteran_names = _("green") veteran_base_raise_chance = 0 veteran_work_raise_chance = 0 veteran_power_fact = 100 veteran_move_bonus = 0 roles = "" helptext = _("\ You can build Nuclear units when you have the required advance, and\ the Manhattan Project wonder has been built by any player.\ "), _("\ Has unlimited range but 0 moves. Specify the target tile by selecting\ the ICBM, ordering `Do...` (or by pressing `d`) and then clicking at the\ target tile.\ "), _("\ On impact, the blast will destroy any unit in an area 3 tiles wide\ (3x3 squares for rectangular grids), including friendly units.\ Any city within the blast area loses half its population, and\ land tiles within the blast area are subject to nuclear fallout.\ "), _("\ Nuclear fallout reduces tile output and increases the risk of global\ nuclear winter; see the help on Fallout.\ "), _("\ Make sure that the upkeep (gold and shield) of your ICBM is paid.\ A non maintained nuke will detonate in place.\ "), _("\ TIP: You may be involved in a situation where you've invaded an\ enemy country en masse, but the enemy cities are too strong.\ Before using a Nuclear unit, assemble a gang of cleanup units\ next to the city and have them ready to fix the fallout on the\ same turn it occurs! This minimizes the chance of nuclear winter.\ Eco-friendly nukes!\ ") [unit_diplomat] name = _("Diplomat") class = "Small Land" reqs = { "type", "name", "range" "Tech", "Alphabet", "Player" } obsolete_by = "Spy" graphic = "u.diplomat" graphic_alt = "-" sound_move = "m_diplomat" sound_move_alt = "m_generic" sound_fight = "f_diplomat" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 0 defense = 0 hitpoints = 10 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 1 tp_defense = "Alight" vision_layer = "Stealth" flags = "Diplomat", "IgZOC", "NonMil", "HasNoZOC", "Provoking", "FleshBased" veteran_names = ; /* TRANS: diplomatic rank. */ _("?diplomatic_rank:attaché"), ; /* TRANS: diplomatic rank */ _("?diplomatic_rank:secretary"), ; /* TRANS: diplomatic rank */ _("?diplomatic_rank:envoy"), ; /* TRANS: diplomatic rank */ _("?diplomatic_rank:ambassador") veteran_base_raise_chance = 50, 33, 20, 0 veteran_work_raise_chance = 0, 0, 0, 0 veteran_power_fact = 100, 105, 110, 115 veteran_move_bonus = 0, 0, 0, 0 roles = "DiplomatStartUnit" helptext = _("\ A Diplomat is an official that carries your dispatches and\ is authorized to deal with foreign dignitaries. He may\ also undertake various covert operations with the intent of\ harming your opponents; Diplomats in your own cities defend\ them against such actions.\ "), _("\ Many covert actions may be attempted even in peacetime, but the more\ aggressive actions will be discovered and cause diplomatic incidents,\ giving an excuse for the breaking of treaties by a Federation or\ Democracy, or a nuclear-armed regime otherwise restrained by the\ United Nations.\ "), _("\ If a foreign unit is alone on a tile, you may attempt to bribe it\ with your Diplomat. By paying a sum of gold the unit will immediately\ become yours; the exact sum depends on the status of the unit and\ that of the civilization owning it. Bribery when not at war will cause\ a diplomatic incident. Homeless Diplomats cannot bribe units.\ "), _("\ Diplomats can also perform a number of actions in another player's\ city, although each Diplomat may attempt only one action. Most of\ these actions have a chance of failure. Also, any enemy Diplomats or\ Spies in the city will oppose hostile actions, as will the enemy Leader\ in games with leaders; in this case, either your unit or the defending\ unit will die (if you go up against the Leader you will always die). If\ the defending unit dies, you lose one movement point and may try again.\ "), _("\ The actions available to Diplomats in a city are:\ "), _("\ - \"Establish Embassy\": This action always succeeds, and gives\ permanent contact with the city's owner, as well as intelligence\ on their tax rates and technology. Each player you have an embassy\ with that knows a technology reduces that technology's research\ cost to you.\ "), _("\ - \"Investigate City\": Your unit attempts to report detailed\ information about the city: its status, what buildings and units are\ within, and what it is currently producing.\ The unit is not consumed by this action.\ "), _("\ - \"Sabotage City\": Your unit attempts either to disrupt all the\ city's work so far towards its current project, or to destroy an\ existing building in the city, at random. Once built, Palaces and\ Wonders cannot be sabotaged, and attempts to sabotage City Walls\ or any building in a capital each halve the chance of success.\ Sabotage may only be attempted when openly at war.\ "), _("\ - \"Steal Technology\": Your unit attempts to learn the secrets of a\ random technology known to the city's owner but not to you. Technology\ may only be stolen once from a given enemy city by Diplomats. This\ action may be attempted even when not at war, but will cause a\ diplomatic incident.\ "), _("\ - \"Incite a Revolt\": In return for gold a foreign city will change\ allegiance and join your empire, bringing along all nearby units that\ call it home, but reducing its size by 1. Units in other cities\ remain in the enemy's control, but units outside cities are lost to\ both players. The exact sum depends on the status of the city and\ that of the civilization that owns it. It is not possible to incite\ a rebellion in a capital, or in any city with Courthouse. Incitement\ may be attempted in peacetime, but will cause a diplomatic incident.\ "), _("\ In some game strategies, hordes of Diplomats can be used to wreak\ havoc on the enemy. Little wonder that Diplomats are often\ viewed with suspicion and fear!\ "), _("\ Diplomats built under Communist or Federation governments will\ start at the first veteran level (secretary).\ "), ; /* xgettext:no-c-format */ _("\ The cost to bribe units or incite cities increases +50% for each 1000 \ culture points accumulated by the target player, up to +500% (as if \ the distance to the capital was 6 times lower) when the player reaches \ 10000 culture points.\ "), ; /* xgettext:no-c-format */ _("\ A city gets +5% resistance in diplomatic fights against enemy agents for \ each 100 culture points, up to +50% when the city reaches 1000 culture \ points.\ ") [unit_spy] name = _("Spy") class = "Small Land" reqs = { "type", "name", "range" "Tech", "Espionage", "Player" } obsolete_by = "None" graphic = "u.spy" graphic_alt = "-" sound_move = "m_spy" sound_move_alt = "m_generic" sound_fight = "f_spy" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 0 defense = 0 hitpoints = 10 firepower = 1 move_rate = 3 vision_radius_sq = 8 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 1 tp_defense = "Alight" vision_layer = "Stealth" flags = "Diplomat", "IgZOC", "NonMil", "HasNoZOC", "Spy", "Provoking", "SupplyLines", "FleshBased" veteran_names = ; /* TRANS: Spy veteran level */ _("?spy_level:informant"), ; /* TRANS: Spy veteran level */ _("?spy_level:handler"), ; /* TRANS: Spy veteran level */ _("?spy_level:agent"), ; /* TRANS: Spy veteran level */ _("?spy_level:spymaster") veteran_base_raise_chance = 50, 33, 20, 0 veteran_work_raise_chance = 0, 0, 0, 0 veteran_power_fact = 100, 105, 110, 115 veteran_move_bonus = 0, 0, 0, 0 roles = "DiplomatStartUnit" helptext = _("\ A Spy is more skilled in the arts of espionage than her Diplomat predecessor.\ "), _("\ She can perform all the functions of the Diplomat; refer to the Diplomat\ entry for more details. Unlike a Diplomat, a Spy may also survive an\ operation in a foreign city and become more experienced as a result.\ Spies are also more effective than Diplomats at defending cities\ against foreign Diplomats and Spies.\ "), _("\ A Spy can also be used to:\n\ - sabotage an enemy unit (reducing its hit points to half), if it is\ alone on a tile and the players are at war;\n\ - poison the water supply of an enemy city (reducing the population\ by one);\n\ - steal specific technology (with a reduced chance of success);\n\ - steal further technologies from a city which has already been\ stolen from (although cities become more resistant each time they\ are stolen from);\n\ - sabotage predetermined city targets (with a reduced chance of\ success);\n\ - release plague in an enemy city if it has a Research Lab\ and the Spy's owner knows Medicine.\ Be careful! Plague spreads along trade routes.\ "), _("\ A Spy that survives the more aggressive actions (sabotage, theft,\ inciting rebellion, and poisoning) escapes to the safety of the\ nearest friendly city.\ "), _("\ Spies built under Communist or Federation governments will start\ at the first veteran level (handler).\ ") [unit_caravan] name = _("Caravan") class = "Merchant" reqs = { "type", "name", "range" "Tech", "Trade", "Player" } obsolete_by = "Freight" graphic = "u.caravan" graphic_alt = "-" sound_move = "m_caravan" sound_move_alt = "m_generic" sound_fight = "f_caravan" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 0 defense = 1 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 1 tp_defense = "Alight" flags = "TradeRoute", "HelpWonder", "NonMil", "HasNoZOC", "Capturable", "FleshBased" roles = "" helptext = _("\ A Caravan carries goods or material for trading with other nations,\ or to help build wonders in your own cities.\ "), _("\ Caravans can only travel on roads, railroads, rivers or ships.\ (Caravans cannot take advantage of maglevs, but may travel on\ the railroads that accompany them.)\ "), _("\ A Caravan sent to a foreign city (one not owned by an enemy) can\ establish a trade route. The route's ongoing revenue is doubled\ if the two cities involved are on different continents. Each city\ can support a maximum of two trade routes.\ "), _("\ A Caravan sent to one of your own cities that is building a wonder\ can add 50 shields towards its production. If your city is not\ building a wonder, the Caravan can take no special action.\ "), _("\ TIP: You can stockpile a stack of Caravans in advance and bring\ them all into a city where you have started to build a wonder,\ and finish it in only one turn!\ ") [unit_freight] name = _("Freight") class = "Merchant" reqs = { "type", "name", "range" "Tech", "The Corporation", "Player" } obsolete_by = "None" graphic = "u.freight" graphic_alt = "-" sound_move = "m_freight" sound_move_alt = "m_generic" sound_fight = "f_freight" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 0 defense = 1 hitpoints = 10 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 1 tp_defense = "Alight" flags = "TradeRoute", "HelpWonder", "NonMil", "HasNoZOC", "Capturable", "IronBased" roles = "" helptext = _("\ The Freight unit replaces the Caravan, and moves at twice the speed.\ It has the same behavior and movement restrictions.\ ") [unit_explorer] name = _("Explorer") class = "Small Land" reqs = { "type", "name", "range" "Tech", "Seafaring", "Player" } obsolete_by = "None" graphic = "u.explorer" graphic_alt = "-" sound_move = "m_explorer" sound_move_alt = "m_generic" sound_fight = "f_explorer" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 0 defense = 1 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 6 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 1 tp_defense = "Alight" flags = "IgTer", "IgZOC", "NonMil", "HasNoZOC", "FleshBased" roles = "Explorer", "ExplorerStartUnit" helptext = _("\ Explorers are brave individuals that are very useful for\ mapping unknown territory.\ "), _("\ Explorers can also perform some actions in another player's city:\ "), _("\ - \"Establish Embassy\": This action always succeeds, and gives\ permanent contact with the city's owner, as well as intelligence\ on their tax rates and technology. Each player you have an embassy\ with that knows a technology reduces that technology's research\ cost to you.\ "), _("\ - \"Investigate City\": Your unit attempts to report detailed\ information about the city: its status, what buildings and units are\ within, and what it is currently producing.\ The unit is not consumed by this action.\ ") [unit_leader] name = _("?unit:Leader") class = "Land" ;reqs obsolete_by = "None" graphic = "u.leader" graphic_alt = "u.explorer" sound_move = "m_leader" sound_move_alt = "m_generic" sound_fight = "f_leader" sound_fight_alt = "f_generic" build_cost = 10 pop_cost = 0 attack = 0 defense = 2 hitpoints = 20 firepower = 1 move_rate = 2 vision_radius_sq = 8 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 0 uk_gold = 0 tp_defense = "Alight" flags = "IgZOC", "NonMil", "NoBuild", "NoHome", "SuperSpy", "EvacuateFirst", "Unbribable", "GameLoss", "Unique", "Provoking", "FleshBased" ; No veteran levels (level name is never displayed) veteran_names = _("green") veteran_base_raise_chance = 0 veteran_work_raise_chance = 0 veteran_power_fact = 100 veteran_move_bonus = 0 roles = "KingStartUnit" helptext = _("\ This is you. If you lose this unit, you lose the game. So don't.\ "), _("\ Won't unleash barbarians from huts.\ ") [unit_barbarian_leader] name = _("Barbarian Leader") class = "Land" ;reqs obsolete_by = "None" graphic = "u.barbarian_leader" graphic_alt = "u.diplomat" sound_move = "m_barbarian_leader" sound_move_alt = "m_generic" sound_fight = "f_barbarian_leader" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 0 defense = 0 hitpoints = 10 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 0 uk_gold = 0 tp_defense = "Alight" flags = "IgZOC", "NonMil", "Unbribable", "EvacuateFirst", "SuperSpy", "NoHome", "NoBuild", "FleshBased", "ProvidesRansom" ; No veteran levels (level name is never displayed) veteran_names = _("green") veteran_base_raise_chance = 0 veteran_work_raise_chance = 0 veteran_power_fact = 100 veteran_move_bonus = 0 roles = "BarbarianLeader" helptext = _("\ One Barbarian Leader appears every time there is a barbarian uprising\ somewhere in the world.\ "), _("\ When a Barbarian Leader is killed on a tile without any defending units,\ the ransom is paid, but only to land units and helicopters.\ Usually the ransom is 100 gold, but can be less if the barbarian has\ less money.\ ") [unit_awacs] name = _("AWACS") class = "Air" reqs = { "type", "name", "range" "Tech", "Advanced Flight", "Player" } obsolete_by = "None" graphic = "u.awacs" graphic_alt = "u.bomber" ; backwards compatibility sound_move = "m_awacs" sound_move_alt = "m_generic" sound_fight = "f_awacs" sound_fight_alt = "f_generic" build_cost = 140 pop_cost = 0 attack = 0 defense = 1 hitpoints = 20 firepower = 1 move_rate = 16 vision_radius_sq = 26 transport_cap = 0 fuel = 3 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 1 tp_defense = "Alight" flags = "HasNoZOC", "IronBased" roles = "" helptext = _("\ The AWACS (Airborne Warning and Control System) is an airplane with an \ advanced radar that can determine the location of enemy units over a \ wide area.\ ") [unit_storm] name = _("Storm") class = "Sea" ; reqs = obsolete_by = "None" graphic = "u.storm" graphic_alt = "u.galleon" sound_move = "m_storm" sound_move_alt = "m_generic" sound_fight = "f_storm" sound_fight_alt = "f_generic" build_cost = 10 pop_cost = 0 attack = 0 defense = 9 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 0 uk_gold = 0 tp_defense = "Alight" flags = "NoBuild", "Cant_Fortify", "Unbribable", "HasNoZOC", "NoVeteran", "RandomMovement", "Flagless" roles = "" helptext = _("\ Storms move randomly at seas.\ ")